RTCW 2 --> WHEN ?


(senator) #21

I think the limiting factor of the D3 engine wasn’t the hardware but the amount of data that needs to be transfered. In ET 4 KB/sec per player is enough and D3 seems to need more. And the average available bandwidth increases far slower than graphic hardware. So, if the minimum bandwidth requirement of the doom3 engine is the limiting factor it remains to be seen how easily (or at all) this can be optimised.


(ouroboro) #22

whatever happens i can guarantee one thing: the moaning will be audible from the depths of space, just like in the CS community whenever there’s even the slightest of changes. then, when CS:CZ came out, which was IDENTICAL to CS 1.6 in every way shape and form - except (OOPS!!!) valve decided to upgrade a handful of 5 year old textures…

by god the flames ran rampant! however, that was tiddly-winks next to what is happening now with CS:S

oh, the joy of wading thru a forum when the flame posts saying “waaaa! CS:S isnt 1.6! waaaaa!” are flying by so fast that if you refresh the page fast enough, you can almost see the threads passing by like a chat room…

expect the same from the wolf community, regardless of what the eventual product looks like - there will be legions of “disgruntled customers”


(Fusen) #23

but then look at tc:elite and et or even cod(afaik thats quake3 engine?) they are same engine and yet feel nothing like each other so you can easily tame the engine to make it feel how you want


(ouroboro) #24

cod is in fact based on rtcw specifically, so ya it’s q3 but even further removed. u can do pretty much whatever u want. u could download the et source code and the q3 source code and port them to each other, heh. but doom 3 is quite a bit different, dunno how easy it would be to dumb down doom 3 to feel like rtcw, or even why you would want to, other than the new hit detection. coz all the eye candy will be turned off for comps anyway. but according to a lot of ppl at etpro forums, more precise hit detection would utterly destroy ET, so i have to assume nobody would play rtcw with per poly detection. just too hard, they want fast, zippy matches, and a giant invisible “close-enough” box better suits that style of play


(chr0nicles) #25

Argh will all the n00bs please stop whining and bitching about the DOOM3 engine not being capable of Faced Paced Multiplayer Experience with 16+ players PLEASE STFU!!! Do some research first! there’s actually a great thread on the HL2 forums, yes that’s right the HL2 forums apperently this guy got sick and tired of you people blunting bullshit on forums also.

Besides WE ARE TALKING ABOUT DEVELOPERS, if it can’t be done now THEY MAKE SURE IT CAN BE DONE LATER. christ… yeah i’m in a bad mood.


(Domipheus) #26

amen.


(senator) #27

Well, and how about you post that link? Or should we all just search through all available HL2 forums to find it?


(DarkangelUK) #28

chr0nicles, i think you need to calm down. It’s fun to speculate and debate things. I’ve seen 12 player D3 servers. I’m sure when Q3 was 1st released they never thought the engine would be powering a game like RTCW with maps as big as Tram or Market Garden while playing 32 vs 32, and im 100% sure there wasnt machines back then capable of that. When the Q3 engine was released, it was the most powerful out there and machines struggled to run Q3. The Doom 3 engine is in its infancy, you can’t expect them to push it to its limits so soon after release… the Q3 engine was still going strong 5 years after release, and im sure the Doom 3 engine will be too. All i can say is wait and see.

Oh, i’d also like to know how having per poly hit detection would utterly destroy ET. People would have to learn to aim?


(Davros) #29

darkangel has a good point here :banana:


(Genesis) #30

You know that is kinda un-treu (read: bllsht)

It would destroy ET now… If ET had poly-hits from the start it wouldnt be like the worst thing ever.
Everyone is used to the hitboxes and going poly would make you feel uncomfortable. So adding them now is a no-no…

As for RtCW 2… i dont hope they just forget about the SP-part, and just add a kill the bots kinda thing and name it “Wolfenstein: Tournament”
Although a lot of people are going to disagree with me here, i liked the SP of RtCW… And from what i have seen of Preview-screens of ET (click) there were some nice ideas for the SP over at Splash-Damage.


(Depth_Charge) #31

Even if it wasn’t per-poly, the hitboxes would still be different and you would have to learn them over again.
Maybe you are just afraid noobs aim at the actual model and not the box?


(Bongoboy) #32

Actually, we didn’t work on RtCW: ET SP, so any nice ideas you saw weren’t ours.


(eRRoLfLyNN) #33

Was Goldrush gonna be used in the SP?!
http://media.pc.ign.com/media/482/482203/img_1624077.html


(Wils) #34

That’s a multiplayer screenshot from an earlier build, eRRoL.


(Genesis) #35

Who did work on The SP? Goes and trys to find out
And is it posible that they are now working RtCW2 in secret, laughing at SD because they get all the stupid RtCW2 threads on their forum.

Goldrush wouldnt be that much of a great SP-map, id say Oasis is better.
When you look at RtCW pretty much all the MP-maps are edited from SP-maps or the other way around (Base, Assault, Village, Depot & Rocket).
I have also noticed that Feuldumps ‘lay-out’ looks a lot like a RtCW SP-map: Mission 3, part 1:Forest Compound.

EDIT:
Mad Doc was working on ET-SP…
click
Theres nothing about ET there tho


(eRRoLfLyNN) #36

Ahh, thx Wils.


(carnage) #37

is there any chance of bots being in multiplayer on mp mod for rtcw2 there were some god bot mods on rtcw and they were great for filling up the servers when there were shortages of players


(]UBC[ McNite) #38

I have also noticed that Feuldumps ‘lay-out’ looks a lot like a RtCW SP-map: Mission 3, part 1:Forest Compound.

I remember sock mentioned in a thread on manual terrain tweaking that the forest map was done with heightmap, and fueldump was based on the forest map but manually done without heightmap.

And I too liked the SP of RTCW a whole lot (played it about 8 times) although I got to say that the SP-mission timegate which consisted of 10 custom SP maps was even better than the original SP in some maps, both in graphics/atmosphere and gameplay/level of difficulty and reality, especially the village and laboratory levels.


(Genesis) #39

UBC… link me :slight_smile:


(]UBC[ McNite) #40

Link you? Is this something obscene? Plz be a bit more explicit about your request :smiley: but only in case u r a hot chick